dkatryl Posted December 1, 2013 Author Posted December 1, 2013 Also, I'm going to be steadily updating the list on the OP as I finish items on my end, so you can see as of this posting, I have finished splitting out the combat vs speech "difficulty adjustment" sliders, so you can now set them independently for yourself, as well as making Vampire NPCs use the "bite animation" on you before you fall as opposed to the punching. Additionally, being bitten such has the standard chance of contracting Sanguinare Vampiris, as STD's aren't the only fun things you can get from them! (I wanted to make it 100% chance being fully bitten like this, but for some reason, despite making a custom copy of the default disease and removing the <=10% check to make it 100%, it still seems to only trigger 10% of the time. But, oh well, this isn't primarily a vamp mod, so I'm not going to sweat it too much.) At any rate, beginning to knock out some of the easier items on the list.
Ashra XIII Posted December 1, 2013 Posted December 1, 2013 So, I'm a little confused... is there a new update? Thread title still says 2126 and that's also the file that I currently have. dkatryl said he made a typo before, but still mentioned there being an update, so I'm wondering if there is one with these new features! :head asplode:
dkatryl Posted December 1, 2013 Author Posted December 1, 2013 So, I'm a little confused... is there a new update? Thread title still says 2126 and that's also the file that I currently have. dkatryl said he made a typo before, but still mentioned there being an update, so I'm wondering if there is one with these new features! :head asplode: No new actual *file* update, but I am updating the actual body of the top of the OP to let people have an idea of where I am in terms of work on the next update. Call it a progress report, if you will. It's easier than doing it in posts in the thread because they can quickly get buried after many posts. Everything on the list in the OP will be a part of the next update at once, unless I officially scrub it from the list for one reason or another. And as of this writing, everything on the list, including creature support, is expected to be part of the next update. Whenever I do actually update, I post a timestamp in red with a change log type post. The same will hold true for the next one. At the moment, I'm just going through my list and adding all of the rest of the required items to the Config script that handles all of the MCM options, as well as the ##_ENGLISH translation file template for the new MCM crap. (I find the MCM part tedious compared to actually implementing the features, so I want to just get that all out of the way now.)
Ashra XIII Posted December 1, 2013 Posted December 1, 2013 Okay, thank you for clarifying that. This seems like it's going to be a huuuuuuge update if you're trying to get all that stuff in! I can't wait.
D_ManXX2 Posted December 1, 2013 Posted December 1, 2013 Is my eyes deceiving me ?? i see version 2128 when i check download section the version number on the main page is also 2128 but the download is only pointing too 2126 ?? No I see it too, and the file size is still the same. Sorry, that's prolly just a typo on my part. It takes a minute or two for the update process (Even more when I would fill out the change log before it kept getting corrupted due to post length), so I prolly didn't make all the numbers agree. There, edited the OP so that there will be 57% less head asplosions trying to reconcile the two. No that was just me pointing out i thought your new updates was out too. since the download section was updated today .
nutluck Posted December 1, 2013 Posted December 1, 2013 Your posts are making me very happy this morning! Both this and the creature one. I'm curious about the 'grace period' time... Are you intending to give us 60 seconds to run after breaking bindings, or 60 seconds once the rapes have concluded, whether you break bindings or not? I would personally prefer the former, especially if you institute nutluck's suggestions about having to use lock picking to break them. Revealing my own personal preferences, I'd love it if there was an option for the bindings to never break automatically (must use lock picking or have a friendly NPc assist), and if bandits never aggro'd as long as I stayed in my bindings, but would have a periodic chance of coming over for another turn, either because they see me trying to escape (and failing), or just because they're feeling frisky. Not sure how difficult all that would be to implement, and I'll still be pretty happy just with what you've mentioned putting in anyhow, but I like to dream. The grace period begins after you break the bindings. That part is already working (Even in the current implementation!). What is currently different is the 1/2 bullies return to sandboxing after you are free to break the bindings. You have ~60sec to then escape, and doing certain activities will end the grace period immediately. Unless you opt for the 'hardcore' MCM option, which will only give you ~5seconds upon breaking the bindings. As to the actual breaking process, yes, the idea is it each attempt will be based off your lockpicking, and I will add an MCM slider to set the difficulty. Failure will have make any nearby bandits that have LOS (so therefor SEE you) will come over and have another turn. Very cool, now if you add in the bandits just would randomly sometimes come back to take a turn while you are waiting for your next chance to try and pick the lock it would be great.
dkatryl Posted December 1, 2013 Author Posted December 1, 2013 Very cool, now if you add in the bandits just would randomly sometimes come back to take a turn while you are waiting for your next chance to try and pick the lock it would be great. That was already planned. Will be something like, after giving you some time to attempt to get free (~30 seconds), it will start to do a /random check, starting with a relatively low chance (10%). Failure and they take another turn, restart the whole procedure. Pass, and it will check again in 15s, but with each check, increase the chance (+10%) it will happen until eventually it's a guaranteed thing if you wait long enough. Will also make it an MCM option to turn that feature off.
dkatryl Posted December 1, 2013 Author Posted December 1, 2013 No that was just me pointing out i thought your new updates was out too. since the download section was updated today . Oh, yeah, that. Sorry, yeah, I can't help that. I'm editing the text at the top of the main page as I work on things, which has the side effect of making it look like I'm updating the actual file. Don't worry, when I've actually updated, the thread's title will be updated to reflect the new file with the usual data/time stamp format. Until that point, it's just notes to myself and a progress journal for those that are interested in keeping tabs.
Pinute Posted December 1, 2013 Posted December 1, 2013 No that was just me pointing out i thought your new updates was out too. since the download section was updated today . Oh, yeah, that. Sorry, yeah, I can't help that. I'm editing the text at the top of the main page as I work on things, which has the side effect of making it look like I'm updating the actual file. Don't worry, when I've actually updated, the thread's title will be updated to reflect the new file with the usual data/time stamp format. Until that point, it's just notes to myself and a progress journal for those that are interested in keeping tabs. Love progress journals. Thanks for keeping us in the loop.
macdefault Posted December 1, 2013 Posted December 1, 2013 im i the only one getting notification spam from this mod?
dkatryl Posted December 2, 2013 Author Posted December 2, 2013 im i the only one getting notification spam from this mod? Sorry, that is probably because you are "watching" it, and I am updating the list at the top of the main page as I work. Maybe I'll try to just "edit" the post for the time being, and that will avoid the unintended spam.
eifrag Posted December 2, 2013 Posted December 2, 2013 the notifications are fine, makes me excited every time I see it happy that the filename date format. it let us know if the file is up
Jezzerat Posted December 2, 2013 Posted December 2, 2013 the notifications are fine, makes me excited every time I see it happy that the filename date format. it let us know if the file is up We can pretend I didn't reinstall like five times before I figured that out. >.>
dkatryl Posted December 2, 2013 Author Posted December 2, 2013 the notifications are fine, makes me excited every time I see it happy that the filename date format. it let us know if the file is up We can pretend I didn't reinstall like five times before I figured that out. >.> Just like we can pretend that I didn't chuckle at that...
Setekh Posted December 2, 2013 Posted December 2, 2013 Ok... 27 notifications JUST for this mod? What's going on?
dkatryl Posted December 2, 2013 Author Posted December 2, 2013 Ok... 27 notifications JUST for this mod? What's going on? Sorry, that was me. Earlier I wasn't aware updating the text in the OP would spam people. I was using the main page to keep track of my progress as I was working on the upcoming update, and apparently, changing the text makes it think the entire mod was updated and then spam ahoy. I've been trying to use the simple "edit post" button instead of the other buttons for the time being. Hopefully, that will stop the spam until I actually do update it. For instance, I just edited the text a few minutes ago, so hopefully that didn't send a notification.
dkatryl Posted December 2, 2013 Author Posted December 2, 2013 Got a lot of the list accomplished today, was actually surprised. Finished up working on the "escaping based on your lockpick skill vs the difficulty of the bindings (set via MCM slider)" which is working now, and the base code in for them to have another turn upon failure. Now I just need to work it in so it's not EVERY failure, etc. Will probably only be if you fail the chance by over some percent, like 25% or something, and then only if they are close by with LOS. So not quite ready to mark it off as completed, but pretty damn close. But, it's late, time for bed, and back to work again tomorrow. Progress will likely slow down a bit for the time being. Or maybe I'll have the modding itch in the coming evenings. Who knows?
nutluck Posted December 2, 2013 Posted December 2, 2013 Cool to know progress is going well, looking forward to the new features. Rest well you earned it.
Guest Posted December 2, 2013 Posted December 2, 2013 hi! first of all i want to thank all the modders for their work, they made this world better hahah! i have a problem that may help others when solved.There´s a conflict with this plugin, better vampires mod and paradise halls mod. Normal scenario: Im a vampire, and when i ambush someone with the key set with this mod (number 7 in my case) i bite their neck, and then rape, or not, thats ok. problem: And now comes the weirdeness. No matter what i do,if i ambush a slave form paradise halls it will be messed up forever yelling VAMPIRE VAMPIRE and running away from me, breaking paradise halls scripting. The question is: how can i make my vampire player NOT to bite necks when ambush with this mod? it messes things a lot for my mod configuration.I dont have a single clue on how to do so!. id like to use all 3 mods but that feature makes them incompatible...please help!!!! edit: thank you in advance!
Ashra XIII Posted December 2, 2013 Posted December 2, 2013 Got a lot of the list accomplished today, was actually surprised. Finished up working on the "escaping based on your lockpick skill vs the difficulty of the bindings (set via MCM slider)" which is working now, and the base code in for them to have another turn upon failure. Now I just need to work it in so it's not EVERY failure, etc. Will probably only be if you fail the chance by over some percent, like 25% or something, and then only if they are close by with LOS. So not quite ready to mark it off as completed, but pretty damn close. But, it's late, time for bed, and back to work again tomorrow. Progress will likely slow down a bit for the time being. Or maybe I'll have the modding itch in the coming evenings. Who knows? I was looking at the list of what you had crossed out as done last night, and am very excited! I wants it noooooooooooooooow.
nutluck Posted December 2, 2013 Posted December 2, 2013 A thought on this part. Add MCM option to disable Guards from interfering with consensual sex for those that don't care about immersion stuff. *MCM change* - Completed Would it be possible to make what I am about to suggest default or as a option? I have no clue how hard that might be to do but here is the idea. The guards come over if they catch you in the act, but stand and wait till it is over. Then they try and arrest you. Right now they typically attack you in the middle of it. I have only done it a few times to test so maybe they don't always attack you. While it is more immersive they would stop you in the middle of it, I have found sometimes it bugs out if they interupt the scene.
bob11 Posted December 2, 2013 Posted December 2, 2013 A thought on this part. Add MCM option to disable Guards from interfering with consensual sex for those that don't care about immersion stuff. *MCM change* - Completed Would it be possible to make what I am about to suggest default or as a option? I have no clue how hard that might be to do but here is the idea. The guards come over if they catch you in the act, but stand and wait till it is over. Then they try and arrest you. Right now they typically attack you in the middle of it. I have only done it a few times to test so maybe they don't always attack you. While it is more immersive they would stop you in the middle of it, I have found sometimes it bugs out if they interupt the scene. Normally they SHOULD interrupt you, they already caught you redhanded, why would they let you do it? And wait, they actually interrupt you midways? I can't even start. Once the alert triggers and I get the bounty, the animation doesn't start and guards drop on me. I can't think of any places were the guards don't have LoS on their patrol route. In my game, it's either they saw me even if I don't see them anywhere, or they don't. And YAY! Finally, no purity guards. Can't wait for the update.
dkatryl Posted December 2, 2013 Author Posted December 2, 2013 A thought on this part. Add MCM option to disable Guards from interfering with consensual sex for those that don't care about immersion stuff. *MCM change* - Completed Would it be possible to make what I am about to suggest default or as a option? I have no clue how hard that might be to do but here is the idea. The guards come over if they catch you in the act, but stand and wait till it is over. Then they try and arrest you. Right now they typically attack you in the middle of it. I have only done it a few times to test so maybe they don't always attack you. While it is more immersive they would stop you in the middle of it, I have found sometimes it bugs out if they interupt the scene. IIRC, the way consensual sex and the guards are handled is different than when it is nonconsensual. In nonconsensual, a Global is set the entire time you are going through the scene, but with each sub function (beat down, strip, rob, rape, post) there is another check, and if a guard sees you before the beginning of the next function, it aborts the rest of the functions so you can react to the arresting guard and don't get stuck. The same holds true if you are in the wilds, beatng on a bandit, and they have a friend that comes along. This is so you don't get stuck in sexy-time while getting poked in the butt with a sword, whether it be steel or flesh! For consensual, it is done similarly, but since there aren't all of the sub functions, but just the single one, I do a single check before starting the sexy time. If a guard sees you, sex isn't started, your partner wanders off all innocent, and you get fined. If a guard doesn't see you at that point, you can start boinking them madly in the street, and a wandering guard should not actually bother you. Again, this is done, because the guard will otherwise give you the arrest dialogue while you're in the act, and since you can't do dialog then, the game will think you ignored the guard, and if you ignore them, they automatically try to attack you. Is there an "abort current animation" ability from the Framework? If there was, that would solve that issue.
dkatryl Posted December 2, 2013 Author Posted December 2, 2013 hi! first of all i want to thank all the modders for their work, they made this world better hahah! i have a problem that may help others when solved.There´s a conflict with this plugin, better vampires mod and paradise halls mod. Normal scenario: Im a vampire, and when i ambush someone with the key set with this mod (number 7 in my case) i bite their neck, and then rape, or not, thats ok. problem: And now comes the weirdeness. No matter what i do,if i ambush a slave form paradise halls it will be messed up forever yelling VAMPIRE VAMPIRE and running away from me, breaking paradise halls scripting. The question is: how can i make my vampire player NOT to bite necks when ambush with this mod? it messes things a lot for my mod configuration.I dont have a single clue on how to do so!. id like to use all 3 mods but that feature makes them incompatible...please help!!!! edit: thank you in advance! I have no idea why that would happen there and no where else. I suppose I can just add an MCM toggle to turn off the Vampire alternative animations if you are a Vampire. I suppose it could also be useful for those that don't want to automatically feed and want to remain at stage 4 or whatever. But, I think that will probably be the last MCM option I add, simply because, dear god, I realized last night I only had room for 1 more and then the entire MCM screen would be full!
nutluck Posted December 2, 2013 Posted December 2, 2013 Ok then it bugs sometimes. I have done it in out of the way place but a guard wanders buy mid act and interupts which can cause some minor issues. Nothing to drastic but like the guard attacks, you are kicked out of the animation finally and they keep attacking for a bit till they pop up the dialouge to take you to jail. I have not tested it, but it has happened so i thought it was common.
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